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Cucc
10th Oct 06, 3:07 AM
Here is a list of tweaks that You can apply for all weapons in "\attrib\weapon\". There are a number of other values that I left out for now. Remember that these are examples and You need to tweak the scaling values to Your needs.
If You don't know what this is, look for RGDEdit in the DoW Advanced modding section.
Accuracy:

; Better accuracy
-scale GameData["weapon_bag"]["accuracy"]["distant"] *1.25 -max 1
-scale GameData["weapon_bag"]["accuracy"]["long"] *1.25 -max 1
-scale GameData["weapon_bag"]["accuracy"]["medium"] *1.25 -max 1
-scale GameData["weapon_bag"]["accuracy"]["short"] *1.25 -max 1
; Better accuracy for area effects
-scale GameData["weapon_bag"]["area_effect"]["accuracy"]["distant"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["accuracy"]["long"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["accuracy"]["medium"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["accuracy"]["short"] *1.25 -max 1
; Better accuracy based on cover type (guess: smaller is better here)
-scale GameData["weapon_bag"]["cover_table"]["tp_defcover"]["accuracy_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_defcover_narrow"]["accuracy_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_garrison_cover"]["accuracy_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_heavy"]["accuracy_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_light"]["accuracy_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_negative"]["accuracy_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_open"]["accuracy_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_smoke"]["accuracy_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_water"]["accuracy_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_z_bunker"]["accuracy_multiplier"] /1.25
; Better accuracy while moving
-scale GameData["weapon_bag"]["moving"]["accuracy_multiplier"] *1.25
; Less scattering
-scale GameData["weapon_bag"]["scatter"]["angle_scatter"] /1.25
-scale GameData["weapon_bag"]["scatter"]["delay_bracket_change_chance"] /1.25
-scale GameData["weapon_bag"]["scatter"]["distance_bracket_count_air"] /1.25
-scale GameData["weapon_bag"]["scatter"]["distance_bracket_count_ground"] /1.25
-scale GameData["weapon_bag"]["scatter"]["distance_scatter_max"] /1.25
-scale GameData["weapon_bag"]["scatter"]["distance_scatter_obj_hit_min"] /1.25
-scale GameData["weapon_bag"]["scatter"]["distance_scatter_offset"] /1.25
-scale GameData["weapon_bag"]["scatter"]["distance_scatter_ratio"] /1.25
-scale GameData["weapon_bag"]["scatter"]["fow_angle_multiplier"] /1.25
-scale GameData["weapon_bag"]["scatter"]["fow_distance_multiplier"] /1.25
-scale GameData["weapon_bag"]["scatter"]["max_tilt_angle"] /1.25
-scale GameData["weapon_bag"]["scatter"]["min_tilt_angle"] /1.25
-scale GameData["weapon_bag"]["scatter"]["tilt_max_distance"] /1.25
-scale GameData["weapon_bag"]["scatter"]["tilt_scatter_chance"] /1.25
; Better accuracy during suppression
-scale GameData["weapon_bag"]["suppression"]["target_pinned_multipliers"]["accuracy_multiplier"] *1.25
-scale GameData["weapon_bag"]["suppression"]["target_suppressed_multipliers"]["accuracy_multiplier"] *1.25
Burst:

; Better burst
-scale GameData["weapon_bag"]["burst"]["duration"]["max"] *1.25 -whenotheris GameData["weapon_bag"]["burst"]["can_burst"]=true
-scale GameData["weapon_bag"]["burst"]["duration"]["min"] *1.25 -whenotheris GameData["weapon_bag"]["burst"]["can_burst"]=true
-scale GameData["weapon_bag"]["burst"]["incremental_target_table"]["accuracy_multiplier"] +0.1 -whenotheris GameData["weapon_bag"]["burst"]["can_burst"]=true
-scale GameData["weapon_bag"]["burst"]["incremental_target_table"]["search_radius"]["distant"] *1.25 -whenotheris GameData["weapon_bag"]["burst"]["can_burst"]=true
-scale GameData["weapon_bag"]["burst"]["incremental_target_table"]["search_radius"]["long"] *1.25 -whenotheris GameData["weapon_bag"]["burst"]["can_burst"]=true
-scale GameData["weapon_bag"]["burst"]["incremental_target_table"]["search_radius"]["medium"] *1.25 -whenotheris GameData["weapon_bag"]["burst"]["can_burst"]=true
-scale GameData["weapon_bag"]["burst"]["incremental_target_table"]["search_radius"]["short"] *1.25 -whenotheris GameData["weapon_bag"]["burst"]["can_burst"]=true
-scale GameData["weapon_bag"]["burst"]["rate_of_fire"]["max"] *1.25 -whenotheris GameData["weapon_bag"]["burst"]["can_burst"]=true
-scale GameData["weapon_bag"]["burst"]["rate_of_fire"]["min"] *1.25 -whenotheris GameData["weapon_bag"]["burst"]["can_burst"]=true
; Better burst while moving
-scale GameData["weapon_bag"]["moving"]["burst_multiplier"] *1.25 -whenotheris GameData["weapon_bag"]["burst"]["can_burst"]=true
; Better burst during suppression
-scale GameData["weapon_bag"]["suppressed"]["pinned_burst_multiplier"] *1.25
-scale GameData["weapon_bag"]["suppressed"]["suppressed_burst_multiplier"] *1.25
Damage:

; Better weapon damage
-scale GameData["weapon_bag"]["damage"]["max"] *1.25
-scale GameData["weapon_bag"]["damage"]["min"] *1.25
; Better area effect damage
-scale GameData["weapon_bag"]["area_effect"]["damage"]["distant"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["damage"]["long"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["damage"]["medium"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["damage"]["short"] *1.25 -max 1
; Less area effect damage for friendlies
-scale GameData["weapon_bag"]["area_effect"]["damage_friendly"]["distant"] /1.25 -whenotheris GameData["weapon_bag"]["area_effect"]["has_friendly_fire"]=true
-scale GameData["weapon_bag"]["area_effect"]["damage_friendly"]["long"] /1.25 -whenotheris GameData["weapon_bag"]["area_effect"]["has_friendly_fire"]=true
-scale GameData["weapon_bag"]["area_effect"]["damage_friendly"]["medium"] /1.25 -whenotheris GameData["weapon_bag"]["area_effect"]["has_friendly_fire"]=true
-scale GameData["weapon_bag"]["area_effect"]["damage_friendly"]["short"] /1.25 -whenotheris GameData["weapon_bag"]["area_effect"]["has_friendly_fire"]=true
; Better splash damage
-scale GameData["weapon_bag"]["behaviour"]["splash_damage_amount"] *1.25 -whenotheris GameData["weapon_bag"]["behaviour"]["splash_damage"]=true
-scale GameData["weapon_bag"]["behaviour"]["splash_damage_radius"] *1.25 -whenotheris GameData["weapon_bag"]["behaviour"]["splash_damage"]=true
; Better damage based on cover type (guess: smaller is better here)
-scale GameData["weapon_bag"]["cover_table"]["tp_defcover"]["damage_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_defcover_narrow"]["damage_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_garrison_cover"]["damage_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_heavy"]["damage_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_light"]["damage_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_negative"]["damage_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_open"]["damage_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_smoke"]["damage_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_water"]["damage_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_z_bunker"]["damage_multiplier"] /1.25
; Better damage during suppression
-scale GameData["weapon_bag"]["suppression"]["target_pinned_multipliers"]["damage_multiplier"] *1.25
-scale GameData["weapon_bag"]["suppression"]["target_suppressed_multipliers"]["damage_multiplier"] *1.25
Delays:

; Faster aiming
-scale GameData["weapon_bag"]["aim"]["fire_aim_time"]["max"] /1.25
-scale GameData["weapon_bag"]["aim"]["fire_aim_time"]["min"] /1.25
-scale GameData["weapon_bag"]["aim"]["fire_aim_time_multiplier"]["distant"] /1.25
-scale GameData["weapon_bag"]["aim"]["fire_aim_time_multiplier"]["long"] /1.25
-scale GameData["weapon_bag"]["aim"]["fire_aim_time_multiplier"]["medium"] /1.25
-scale GameData["weapon_bag"]["aim"]["fire_aim_time_multiplier"]["short"] /1.25
-scale GameData["weapon_bag"]["aim"]["post_firing_aim_time"] /1.25
-scale GameData["weapon_bag"]["aim"]["post_firing_cooldown_interval"] /1.25
-scale GameData["weapon_bag"]["aim"]["ready_aim_time"]["max"] /1.25
-scale GameData["weapon_bag"]["aim"]["ready_aim_time"]["min"] /1.25
; Better fire
-scale GameData["weapon_bag"]["fire"]["wind_down"] /1.25
-scale GameData["weapon_bag"]["fire"]["wind_up"] /1.25
; Better cooldown
-scale GameData["weapon_bag"]["cooldown"]["duration"]["max"] /1.25
-scale GameData["weapon_bag"]["cooldown"]["duration"]["min"] /1.25
-scale GameData["weapon_bag"]["cooldown"]["duration_multiplier"]["distant"] /1.25
-scale GameData["weapon_bag"]["cooldown"]["duration_multiplier"]["long"] /1.25
-scale GameData["weapon_bag"]["cooldown"]["duration_multiplier"]["medium"] /1.25
-scale GameData["weapon_bag"]["cooldown"]["duration_multiplier"]["short"] /1.25
; Better cooldown when moving
-scale GameData["weapon_bag"]["moving"]["cooldown_multiplier"] /1.25
; Better cooldown during suppression
-scale GameData["weapon_bag"]["suppressed"]["pinned_cooldown_multiplier"] /1.25
-scale GameData["weapon_bag"]["suppressed"]["suppressed_cooldown_multiplier"] /1.25
; Better reload
-scale GameData["weapon_bag"]["reload"]["duration"]["max"] /1.25
-scale GameData["weapon_bag"]["reload"]["duration"]["min"] /1.25
-scale GameData["weapon_bag"]["reload"]["duration_multiplier"]["distant"] /1.25
-scale GameData["weapon_bag"]["reload"]["duration_multiplier"]["long"] /1.25
-scale GameData["weapon_bag"]["reload"]["duration_multiplier"]["medium"] /1.25
-scale GameData["weapon_bag"]["reload"]["duration_multiplier"]["short"] /1.25
-scale GameData["weapon_bag"]["reload"]["frequency"]["max"] /1.25
-scale GameData["weapon_bag"]["reload"]["frequency"]["min"] /1.25
; Better reload during suppression
-scale GameData["weapon_bag"]["suppressed"]["pinned_reload_multiplier"] /1.25
-scale GameData["weapon_bag"]["suppressed"]["suppressed_reload_multiplier"] /1.25
; Faster setup
-scale GameData["weapon_bag"]["setup"]["duration"] /1.25
; Faster teardown
-scale GameData["weapon_bag"]["teardown"]["duration"] /1.25
Penetration:

; Better penetration
-scale GameData["weapon_bag"]["penetration"]["distant"] *1.25
-scale GameData["weapon_bag"]["penetration"]["long"] *1.25
-scale GameData["weapon_bag"]["penetration"]["medium"] *1.25
-scale GameData["weapon_bag"]["penetration"]["short"] *1.25
; Better penetration area effect
-scale GameData["weapon_bag"]["area_effect"]["penetration"]["distant"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["penetration"]["long"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["penetration"]["medium"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["penetration"]["short"] *1.25 -max 1
; Better penetration depending on the cover (guess: smaller is better here)
-scale GameData["weapon_bag"]["cover_table"]["tp_defcover"]["penetration_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_defcover_narrow"]["penetration_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_garrison_cover"]["penetration_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_heavy"]["penetration_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_light"]["penetration_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_negative"]["penetration_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_open"]["penetration_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_smoke"]["penetration_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_water"]["penetration_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_z_bunker"]["penetration_multiplier"] /1.25
; Better penetration during suppression
-scale GameData["weapon_bag"]["suppression"]["target_pinned_multipliers"]["penetration_multiplier"] *1.25
-scale GameData["weapon_bag"]["suppression"]["target_suppressed_multipliers"]["penetration_multiplier"] *1.25

Range:

; Better range
-scale GameData["weapon_bag"]["range"]["max"] *1.25
-scale GameData["weapon_bag"]["range"]["mid"]["distant"] *1.25
-scale GameData["weapon_bag"]["range"]["mid"]["long"] *1.25
-scale GameData["weapon_bag"]["range"]["mid"]["medium"] *1.25
-scale GameData["weapon_bag"]["range"]["mid"]["short"] *1.25
-scale GameData["weapon_bag"]["range"]["min"] *1.25
; Better area effect range
-scale GameData["weapon_bag"]["area_effect"]["area_info"]["radius"] *1.25
-scale GameData["weapon_bag"]["area_effect"]["distance"]["distant"] *1.25
-scale GameData["weapon_bag"]["area_effect"]["distance"]["long"] *1.25
-scale GameData["weapon_bag"]["area_effect"]["distance"]["medium"] *1.25
-scale GameData["weapon_bag"]["area_effect"]["distance"]["short"] *1.25
Suppression:

; Better suppression
-scale GameData["weapon_bag"]["suppression"]["nearby_suppression_multiplier"] *1.25
-scale GameData["weapon_bag"]["suppression"]["nearby_suppression_radius"] *1.25
-scale GameData["weapon_bag"]["suppression"]["suppression"]["distant"] *1.25
-scale GameData["weapon_bag"]["suppression"]["suppression"]["long"] *1.25
-scale GameData["weapon_bag"]["suppression"]["suppression"]["medium"] *1.25
-scale GameData["weapon_bag"]["suppression"]["suppression"]["short"] *1.25
; Better suppression during supression
-scale GameData["weapon_bag"]["suppression"]["target_pinned_multipliers"]["suppression_multiplier"] *1.25
-scale GameData["weapon_bag"]["suppression"]["target_suppressed_multipliers"]["suppression_multiplier"] *1.25
; Better suppression area effect
-scale GameData["weapon_bag"]["area_effect"]["suppression"]["distant"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["suppression"]["long"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["suppression"]["medium"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["suppression"]["short"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["suppression_friendly"]["distant"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["suppression_friendly"]["long"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["suppression_friendly"]["medium"] *1.25 -max 1
-scale GameData["weapon_bag"]["area_effect"]["suppression_friendly"]["short"] *1.25 -max 1
; Better suppression depending on the cover (guess: smaller is better here)
-scale GameData["weapon_bag"]["cover_table"]["tp_defcover"]["suppression_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_defcover_narrow"]["suppression_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_garrison_cover"]["suppression_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_heavy"]["suppression_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_light"]["suppression_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_negative"]["suppression_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_open"]["suppression_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_smoke"]["suppression_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_water"]["suppression_multiplier"] /1.25
-scale GameData["weapon_bag"]["cover_table"]["tp_z_bunker"]["suppression_multiplier"] /1.25
Tracking:

; Better tracking
-scale GameData["weapon_bag"]["tracking"]["fire_cone_angle"] *1.25
-scale GameData["weapon_bag"]["tracking"]["normal"]["max_down"] *1.25
-scale GameData["weapon_bag"]["tracking"]["normal"]["max_left"] *1.25
-scale GameData["weapon_bag"]["tracking"]["normal"]["max_right"] *1.25
-scale GameData["weapon_bag"]["tracking"]["normal"]["max_up"] *1.25
-scale GameData["weapon_bag"]["tracking"]["normal"]["speed_horizontal"] *1.25
-scale GameData["weapon_bag"]["tracking"]["normal"]["speed_vertical"] *1.25
-scale GameData["weapon_bag"]["tracking"]["pivot_end_time"] /1.25 -whenotheris GameData["weapon_bag"]["tracking"]["pivot_only"]=true
-scale GameData["weapon_bag"]["tracking"]["pivot_start_time"] /1.25 -whenotheris GameData["weapon_bag"]["tracking"]["pivot_only"]=true

Cucc
10th Oct 06, 5:07 AM
Here is a list of tweaks that You can apply for all buildings in "\attrib\ebps\races\allies\buildings\" and "\attrib\ebps\races\axis\buildings\". (Note that most of these are applicable to mines as well.) There are a number of other values that I left out for now. Remember that these are examples and You need to tweak the scaling values to Your needs.
If You don't know what this is, look for RGDEdit in the DoW Advanced modding section.
Benefits:

; Better income
-scale GameData["construction_ext"]["gift"]["action"] *1.25
-scale GameData["construction_ext"]["gift"]["command"] *1.25
-scale GameData["construction_ext"]["gift"]["fuel"] *1.25
-scale GameData["construction_ext"]["gift"]["manpower"] *1.25
-scale GameData["construction_ext"]["gift"]["munition"] *1.25
-scale GameData["construction_ext"]["gift"]["popcap"] *1.25
; Better scavenge return
-scale GameData["cost_ext"]["scavenge_percentage_returns"]["action"] *1.25
-scale GameData["cost_ext"]["scavenge_percentage_returns"]["command"] *1.25
-scale GameData["cost_ext"]["scavenge_percentage_returns"]["fuel"] *1.25
-scale GameData["cost_ext"]["scavenge_percentage_returns"]["manpower"] *1.25
-scale GameData["cost_ext"]["scavenge_percentage_returns"]["munition"] *1.25
-scale GameData["cost_ext"]["scavenge_percentage_returns"]["popcap"] *1.25
; Better scavenge
-scale GameData["hold_ext"]["scavenge_resource"]["action"] *1.25 -whenotheris GameData["hold_ext"]["scavenge_enabled"]=true
-scale GameData["hold_ext"]["scavenge_resource"]["command"] *1.25 -whenotheris GameData["hold_ext"]["scavenge_enabled"]=true
-scale GameData["hold_ext"]["scavenge_resource"]["fuel"] *1.25 -whenotheris GameData["hold_ext"]["scavenge_enabled"]=true
-scale GameData["hold_ext"]["scavenge_resource"]["manpower"] *1.25 -whenotheris GameData["hold_ext"]["scavenge_enabled"]=true
-scale GameData["hold_ext"]["scavenge_resource"]["munition"] *1.25 -whenotheris GameData["hold_ext"]["scavenge_enabled"]=true
-scale GameData["hold_ext"]["scavenge_resource"]["popcap"] *1.25 -whenotheris GameData["hold_ext"]["scavenge_enabled"]=true
; Better "health care" :-)
-scale GameData["aide_station_ext"]["casualty_search_radius"] *1.25
-scale GameData["aide_station_ext"]["number_of_medics"] *1.5
; Better repairs
-scale GameData["repair_station_ext"]["number_of_engineers"] *1.5
-scale GameData["repair_station_ext"]["repair_radius"] *1.25
Burn:

; Less destructive burning
-scale GameData["burn_ext"]["dmg_per_sec"] /1.25 -whenotheris GameData["burn_ext"]["flame_proof"]=false
-scale GameData["burn_ext"]["flame_change_per_sec"] *1.25 -whenotheris GameData["burn_ext"]["flame_proof"]=false
Costs:

; Better refund
-scale GameData["construction_ext"]["cancel_refund_percentage"] *1.25 -max 100
; Cheaper to make
-scale GameData["cost_ext"]["time_cost"]["cost"]["action"] /1.25
-scale GameData["cost_ext"]["time_cost"]["cost"]["command"] /1.25
-scale GameData["cost_ext"]["time_cost"]["cost"]["fuel"] /1.25
-scale GameData["cost_ext"]["time_cost"]["cost"]["manpower"] /1.25
-scale GameData["cost_ext"]["time_cost"]["cost"]["munition"] /1.25
-scale GameData["cost_ext"]["time_cost"]["cost"]["popcap"] /1.25
-scale GameData["cost_ext"]["time_cost"]["time_seconds"] /1.25
; Cheaper maintenance
-scale GameData["cost_ext"]["upkeep"]["action"] /1.25
-scale GameData["cost_ext"]["upkeep"]["command"] /1.25
-scale GameData["cost_ext"]["upkeep"]["fuel"] /1.25
-scale GameData["cost_ext"]["upkeep"]["manpower"] /1.25
-scale GameData["cost_ext"]["upkeep"]["munition"] /1.25
-scale GameData["cost_ext"]["upkeep"]["popcap"] /1.25
Cover:

; Stop more projectiles
-scale GameData["hit_object_ext"]["hit_percentage"] *1.25 -max 1 -whenotheris GameData["hit_object_ext"]["pass_through"]=false
Crushing:

; Last longer when attempted to crush
-scale GameData["crushee_ext"]["on_crushed_actions"]["action_01"]["duration"] *1.25 -whenotheris GameData["crushee_ext"]["on_crushed_actions"]["action_01"]["permanent"]=false
-scale GameData["crushee_ext"]["on_crushed_actions"]["action_02"]["duration"] *1.25 -whenotheris GameData["crushee_ext"]["on_crushed_actions"]["action_02"]["permanent"]=false
-scale GameData["crushee_ext"]["on_crushed_actions"]["action_03"]["duration"] *1.25 -whenotheris GameData["crushee_ext"]["on_crushed_actions"]["action_03"]["permanent"]=false
-scale GameData["crushee_ext"]["on_crushed_actions"]["action_04"]["duration"] *1.25 -whenotheris GameData["crushee_ext"]["on_crushed_actions"]["action_04"]["permanent"]=false
-scale GameData["crushee_ext"]["on_crushed_actions"]["action_05"]["duration"] *1.25 -whenotheris GameData["crushee_ext"]["on_crushed_actions"]["action_05"]["permanent"]=false
-scale GameData["crushee_ext"]["on_crushed_actions"]["action_06"]["duration"] *1.25 -whenotheris GameData["crushee_ext"]["on_crushed_actions"]["action_06"]["permanent"]=false
Delays:

; Less delay for constuction
-scale GameData["construction_ext"]["construction_transition_time"] /1.25
; Less delay for loading/unloading
-scale GameData["hold_ext"]["load_seconds"] /1.25
-scale GameData["hold_ext"]["max_load_seconds"] /1.25
-scale GameData["hold_ext"]["min_hold_seconds"] /1.25
Health:

; Better health
-scale GameData["health_ext"]["hitpoints"] *1.25 -whenotheris GameData["health_ext"]["is_invincible"]=false
-scale GameData["health_ext"]["regeneration"] *1.25 -whenotheris GameData["health_ext"]["regeneration_disabled"]=false
; More repairers
-scale GameData["construction_ext"]["max_engineers"] *1.25
Hold:

; Better holding
-scale GameData["hold_ext"]["angle_of_fire"] *1.25 -max 360
-scale GameData["hold_ext"]["num_slots"] *1.25
-scale GameData["hold_ext"]["num_squad_slots"] *1.25
Production:

; Better construction rate
-scale GameData["engineer_ext"]["construction_rate_multiplier"] *1.25
; Larger reinforcement radius
-scale GameData["spawner_ext"]["reinforce_radius"] *1.25
; Larger supply radius
-scale GameData["supply_ext"]["supply_radius"] *1.25 -whenotheris GameData["supply_ext"]["is_supply_generator"]=true
Sight:

; Better sight
-scale GameData["sight_ext"]["detect_camouflage"]["tp_global"] *1.25
-scale GameData["sight_ext"]["detect_camouflage"]["tp_mine"] *1.25
-scale GameData["sight_ext"]["reveal_area_on_death_time"] /1.25
-scale GameData["sight_ext"]["sight_package"]["inner_height"] *1.25
-scale GameData["sight_ext"]["sight_package"]["inner_radius"] *1.25
-scale GameData["sight_ext"]["sight_package"]["outer_height"] *1.25
-scale GameData["sight_ext"]["sight_package"]["outer_radius"] *1.25
; Better camouflage
-scale GameData["camouflage_ext"]["detection_radius"] /1.25
-scale GameData["camouflage_ext"]["reveal_duration"] /1.25
-scale GameData["camouflage_ext"]["revert_max"] /1.25
-scale GameData["camouflage_ext"]["revert_multiplier"] /1.25
-scale GameData["camouflage_ext"]["revert_time"] /1.25
-scale GameData["camouflage_ext"]["revert_time_on_detection"] /1.25

Cucc
10th Oct 06, 5:54 AM
Here is a list of tweaks that You can apply for all soldiers in "\attrib\ebps\races\allies\soldiers\" and "\attrib\ebps\races\axis\soldiers\". There are a number of other values that I left out for now. Remember that these are examples and You need to tweak the scaling values to Your needs.
If You don't know what this is, look for RGDEdit in the DoW Advanced modding section.
Benefits:

; Better scavenge return
-scale GameData["cost_ext"]["scavenge_percentage_returns"]["action"] *1.25
-scale GameData["cost_ext"]["scavenge_percentage_returns"]["command"] *1.25
-scale GameData["cost_ext"]["scavenge_percentage_returns"]["fuel"] *1.25
-scale GameData["cost_ext"]["scavenge_percentage_returns"]["manpower"] *1.25
-scale GameData["cost_ext"]["scavenge_percentage_returns"]["munition"] *1.25
-scale GameData["cost_ext"]["scavenge_percentage_returns"]["popcap"] *1.25
Burn:

; Less destructive burning
-scale GameData["burn_ext"]["dmg_per_sec"] /1.25 -whenotheris GameData["burn_ext"]["flame_proof"]=false
-scale GameData["burn_ext"]["flame_change_per_sec"] *1.25 -whenotheris GameData["burn_ext"]["flame_proof"]=false
Costs:

; Cheaper to make
-scale GameData["cost_ext"]["time_cost"]["cost"]["action"] /1.25
-scale GameData["cost_ext"]["time_cost"]["cost"]["command"] /1.25
-scale GameData["cost_ext"]["time_cost"]["cost"]["fuel"] /1.25
-scale GameData["cost_ext"]["time_cost"]["cost"]["manpower"] /1.25
-scale GameData["cost_ext"]["time_cost"]["cost"]["munition"] /1.25
-scale GameData["cost_ext"]["time_cost"]["cost"]["popcap"] /1.25
-scale GameData["cost_ext"]["time_cost"]["time_seconds"] /1.25
; Cheaper maintenance
-scale GameData["cost_ext"]["upkeep"]["action"] /1.25
-scale GameData["cost_ext"]["upkeep"]["command"] /1.25
-scale GameData["cost_ext"]["upkeep"]["fuel"] /1.25
-scale GameData["cost_ext"]["upkeep"]["manpower"] /1.25
-scale GameData["cost_ext"]["upkeep"]["munition"] /1.25
-scale GameData["cost_ext"]["upkeep"]["popcap"] /1.25
Crushing:

; Last longer when attempted to crush
-scale GameData["crushee_ext"]["on_crushed_actions"]["action_01"]["duration"] *1.25 -whenotheris GameData["crushee_ext"]["on_crushed_actions"]["action_01"]["permanent"]=false
-scale GameData["crushee_ext"]["on_crushed_actions"]["action_02"]["duration"] *1.25 -whenotheris GameData["crushee_ext"]["on_crushed_actions"]["action_02"]["permanent"]=false
-scale GameData["crushee_ext"]["on_crushed_actions"]["action_03"]["duration"] *1.25 -whenotheris GameData["crushee_ext"]["on_crushed_actions"]["action_03"]["permanent"]=false
-scale GameData["crushee_ext"]["on_crushed_actions"]["action_04"]["duration"] *1.25 -whenotheris GameData["crushee_ext"]["on_crushed_actions"]["action_04"]["permanent"]=false
-scale GameData["crushee_ext"]["on_crushed_actions"]["action_05"]["duration"] *1.25 -whenotheris GameData["crushee_ext"]["on_crushed_actions"]["action_05"]["permanent"]=false
-scale GameData["crushee_ext"]["on_crushed_actions"]["action_06"]["duration"] *1.25 -whenotheris GameData["crushee_ext"]["on_crushed_actions"]["action_06"]["permanent"]=false
Drop:

; Faster drops
-scale GameData["paradrop_ext"]["drop_speed"] *1.25
-scale GameData["paradrop_ext"]["land_seconds"] /1.25
Health:

; Better health
-scale GameData["health_ext"]["hitpoints"] *1.25 -whenotheris GameData["health_ext"]["is_invincible"]=false
-scale GameData["health_ext"]["regeneration"] *1.25 -whenotheris GameData["health_ext"]["regeneration_disabled"]=false
Movement:

; Faster movement
-scale GameData["moving_ext"]["acceleration"] *1.25
-scale GameData["moving_ext"]["deceleration"] *1.25
-scale GameData["moving_ext"]["high_path_look_ahead_max_dist"] *1.25
-scale GameData["moving_ext"]["rotation_rate"] *1.25
-scale GameData["moving_ext"]["rotation_rate_crouch"] *1.25
-scale GameData["moving_ext"]["rotation_rate_prone"] *1.25
-scale GameData["moving_ext"]["rotation_rate_stand"] *1.25
-scale GameData["moving_ext"]["speed_max"] *1.25
Population:

; Use less population
-scale GameData["population_ext"]["medic_pop"] -1 -whenmorethan 1
-scale GameData["population_ext"]["personnel_pop"] -1 -whenmorethan 1
-scale GameData["population_ext"]["vehicle_pop"] -1 -whenmorethan 1
Production:

; Better construction rate
-scale GameData["engineer_ext"]["construction_rate_multiplier"] *1.25
Sight:

; Better sight
-scale GameData["sight_ext"]["detect_camouflage"]["tp_global"] *1.25
-scale GameData["sight_ext"]["detect_camouflage"]["tp_mine"] *1.25
-scale GameData["sight_ext"]["reveal_area_on_death_time"] /1.25
-scale GameData["sight_ext"]["sight_package"]["inner_height"] *1.25
-scale GameData["sight_ext"]["sight_package"]["inner_radius"] *1.25
-scale GameData["sight_ext"]["sight_package"]["outer_height"] *1.25
-scale GameData["sight_ext"]["sight_package"]["outer_radius"] *1.25
; Better camouflage
-scale GameData["camouflage_ext"]["detection_radius"] /1.25
-scale GameData["camouflage_ext"]["reveal_duration"] /1.25
-scale GameData["camouflage_ext"]["revert_max"] /1.25
-scale GameData["camouflage_ext"]["revert_multiplier"] /1.25
-scale GameData["camouflage_ext"]["revert_time"] /1.25
-scale GameData["camouflage_ext"]["revert_time_on_detection"] /1.25
Veterancy:

; Guess: Either level up faster or give this much XP for killing this soldier - to be confirmed.
-scale GameData["veterancy_ext"]["experience_value"] /2

Kyranzor
10th Oct 06, 6:42 AM
err.. so to understand what this is - that *1.25 is mulitplying the existing value right? if so - LOL!! this is crazy shit. if not - then wtf?!?

Cucc
10th Oct 06, 7:03 AM
That's right. Multiply by 1.25.
As I stated above, these are just examples - You need to come up with the right values.
These allow You to mass-update a lot of RGD files with the same value.
Also, the entries listed above can give modders a quick overview on the most common entries.
Take it, or leave it.

Corsix
10th Oct 06, 7:31 AM
This has been merged into one thread as three threads showing how to use the RGDEdit scripts is a bit redundant. It also does not belong in the ammo box, as it is not a "small mod", so I've moved it to the main forum. Furthermore, I personally feel that this would be more useful if included as documentation with the tool rather than as a thread, but that view is subjective.

Cucc
10th Oct 06, 10:48 AM
Ok, thanks for putting this to the right place - I posted it there because guidelines said scripts are allowed too.
Documentation does include examples (only for DoW though), so it's somewhat redundant.
The intent was to collect the "popular" modding entires and how to adjust values quickly over several files.
In any case, it's in the right place now, thanks.